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anameforobsidian

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Everything posted by anameforobsidian

  1. It's worth noting that these new companions would be current classes that don't have a companion. I think it's a pretty fair goal since the lack of a written companion in those three classes actively discourages the player from seeing those classes in action / wastes a lot of the effort they spend balancing that class.
  2. Cheat consoles are always a good addition, but I doubt they'll be missing in this game. I always got the impression that they're more for the playtesters than players.
  3. They changed the date of the saint's war. source Thanks. I don't have an SA account so I can't read his stuff there, and I think they haven't updated the wiki.
  4. That's why I haven't redeemed my pledge yet. I doubt this is behavior they want to encourage in the long run, but for the short run, the slight reduction in traffic probably benefits them.
  5. It's neither; it's an FPS ARPG, which is better than both. Nipped that argument in the bud.
  6. One animation that stood out in particular were the way mages would read from the books. I thought that was particularly awesome.
  7. cyberpunk by obsidian? now THAT is something i would consider backing once more, sir if they really do another kickstarter i just hope they have realistic expectations kickstarter lost a lot of steam since etrnity and torment, there is no guarantee they'll even reach the 1.1 million they asked for PE again, even with a very good pitch It hasn't really. It's lost press, but the funding is just fine. Mighty No. 9 ended two months ago with just $150k less than Project Eternity. I would say that people might be unlikely to back a game while the studio is working on another one, but both Doublefine and InXile have had successful campaigns. Hell, InXile hasn't produced a finished game worth a damn yet, and it still has had two successful campaigns. Bones II, a tabletop game, also made $3.1m in the same month. People think kickstarter is declining because they're no longer surprised by the huge success, but it's been growing fairly steadily.
  8. It's somewhat interesting that Eder looks human but fought in the Saint's War, which would make him 200+ years old unless something is horribly wrong with my math. http://www.rockpapershotgun.com/2013/12/11/obsidian-on-dungeoniest-dungeon-ever-eternitys-length/
  9. you have made 2 posts in your life here and of them is the one above. just shows your level of intelligence. if everybody had a closed mind drone mentality where we would be in this world.... Making posts about other posters intelligence shows your int.... Argh! My brain!
  10. You said that he doesn't have enough talent to do his job, isn't a professional, and doesn't have the right qualifications. I'm all for bluntness when it's warranted (and I think the trailer was tonally a bit too epic but the music was serviceable for that purpose), but there's a difference between constructive criticism and internet bullying. Constructive: "I didn't like that music because it was a little flat. Add some kazoo and a slide whistle to shake things up." Unconstructive: "I didn't like that music. The composer can't do his job." Oh, and the classic "I'm an **** so people get things done" or in your words "Yeah, well, if you tell somebody that they didn't do a good job, then feelings are going to be hurt. That is how it works, as sad as it is." defense is a pretty ****ty way of communicating with people in real life as well as on the internet. Give a list of flaws, show how they can be fixed, or don't offer such absolute criticism.
  11. I'd rather they spend their time making more content than reworking an existing game for consoles. That said, they could probably slap "mouse and keyboard required" on the store page and have it up a couple weeks after release. Unity makes porting so easy that they included linux without a stretchgoal, and it wasn't even fully supported at the time. Really though, I doubt this game is terribly appropriate for couchplay. Even in the best case scenario, controlling six people in real time would be too difficult for dual-analogs. So they would either have to reduce the number of combatants (which reduces the complexity of a 6v6 fight between two parties by 1/3), slow the game down, or make it third person (which can't be done for this game). So they'd have to sell a game that the vast majority of the people on the system couldn't play, sell a game that's physically too hard to play well, dumb it down, or make it turn-based. Those all involve a substantial amount of work and are still pretty bad alternatives when it comes down to it. So a PS4 version is generally a bad idea unless they do a lazy port, but it's not right when PC gamers get a lazy port, so I can't say PS4 gamers deserve it any more. Also, the negativity is because consoles destroyed RPGs for about eight years. I say that without much hyperbole. Complexity took a nose-dive as did niches for a while.
  12. It's plans for another Kickstarter, not an upcoming Kickstarter, which means it could come in a month or in a year. I wouldn't be surprised if it's a new setting in this engine. Obsidian is looking to secure publisher independence and independence means IP. It probably will come before PE is released, and organization of their size doesn't have much tolerance for instability or uncertain funding.
  13. I think that designers tend to overestimate the effect of save scumming and underestimate the negative effects of checkpoint save system. The one time an anti-save-scumming system was put in a game that I enjoyed was the casino reloads in NV. It kept me more honest and made luck a more valuable attribute. For this game they should just pull a BG system so you can't save in battle.
  14. I hated Grobnar. Boone bored me. Zhjaeve was more a plot device than character. I honestly don't remember Casavir. Carth from Kotor really annoyed me. Then there was the drunken fighter from Jade Empire.... So he's pretty much evil Geralt then. Sounds like a perfect match to me.
  15. I saw the stretchgoal post and it got me thinking. What does everyone want to see? I'd personally like: New Classes (animancer, necromancer, duelist, shaman, and maybe a Warden type), but JE Sawyer said this wasn't happening on game banshee. More Spells and Spell combos. New Areas. Especially ones that explored the cosmology of PE more. Endless BG 1 stretches of wilderness might be neat. I've always like large underwater areas too. Then there's Valia, but that seems more like an expansion/second game. New Races. The godlike, Amauna, and Orlans look really cool. New Companions. Mod support. I hear this can be tough with Unity especially with how the maps a pre-baked. Any ideas?
  16. Did they really think the results would favor no? They're basically asking do you want free stuff.... Honestly, I'd be most interested in new classes (a special animancer or necromancer class, or a swashbuckler class with high single-target deflection and lots of mobility), but that ain't happening. Obviously more areas (valia, although that sounds more like the setting for another game), more races, class specific quests, more spells, spell combinations (good lord spell combinations), crazy epic fmvs for top spells, more animal companions, greater and weirder cosmology, all that would be welcome. But don't stress too hard. If they do include stretchgoals I don't think it would be a bad idea to keep them at twice the gap that previous stretchgoals were at, something like $250k a piece. I think it might be interesting to see what kind of content everyone wants. So, what does everyone want?
  17. Old poem I made about the Kenku for a D&D campaign. Always liked it, never could get the ending right. She took a crow, and old mans' bones, and stitched them up with dreams. Added liar's tongue, and songs unsung, to rip them at the seams.
  18. I thought the trashmobs were generally great for atmosphere. The brain rats wouldn't feel like a threat if you didn't run into them. The slums wouldn't feel like slums without gangs hanging around, etc. Also, trashmobs give you a far greater sense of your character's progression than bossfights, which are normally balanced towards the player.
  19. I love spell combinations for that reason. Dragon Age's magic system wasn't that complex (and then sucked in DA2), but the combinations felt like a great addition to the game. They just add back a small bit of verisimilitude that the rigid divide between the combat system and the non-combat world takes away. I think it's a cost effective way to make a game more real. I also like some hard counters for that reason (even if JE Sawyer doesn't). It's wonderful to see that upper mid-tier cloud spell get foiled by a level 2 gust of wind. If PE had 18 bajillion dollars I would definitely add them. I would add environmental effects to spells too. Lightning spells that make it rain are cool. Fireballs that burn grass are fun. Puddles that increase lightning damage rock. So do stronger fire spells in volcanic dungeons. Also unstable summons just because I love me some unstable summons.
  20. ...it's a limitation of the magic of the wielder of said magic, yes. You're not disagreeing with his point here at all. All he does is count the ways in which a spellcaster is limited by the PnP system, and one that's important is "he can only find uses for his spells that his player can think of". ...unless the designer makes the spell waterproof, i.e. gives it additional limitations. Again, you're not disagreeing with anameforobsidian. In general, we're not talking about Medieval Europe. We're talking about PnP and while his points are still valid in a sci-fi or steampunk setting, yours is very, very specific. (It's also weak, as knowledge of the body as in "stab it here or there to make it dead" was pretty common even in the Middle Ages.) You can try to explain a design element away with "the people in that setting do not know about that possibility", but that doesn't make it less hackish. And of course, it's also a limitation. You're practically forbidding your spellcasters to ever accidentally find out about certain ways they could wield their magic. Brilliant. So... my point is, anameforobsidian made a good list of limiting factors in a PnP game, and you try to disagree with him for some reason, and I really don't understand why you would want to do that. I guess it's because you want to make the point that cRPGs are inherently more limited than PnPs, but that's obviously true, and nobody's denying it. Eh, I really just wanted to talk more about magic in PnP games. I've been up four for days straight (just turned in a 90 page behemoth of an assignment) and neo has a well thought out perspective.
  21. Um, "Limited" ... I don't think that means what you think it means... Prestidigitation, etc. are "unlimited" in possibility for a PnP game (barring limits imposed in the rulebooks -- e.g. Prestidigitation could only make "small" things [under 1 pound] move, or clean/dirty things, or make food taste better -- essentially little magic tricks to entertain kids, or sweep dirt under a rug, make life suck less for an hour, etc). They're severely limited in a cRPG, because you cannot say "oh, hey, I'm gonna make [thing] dirty because it'll make the staff focus on it, and the rogue can go grab the back door key" or "gonna entertain the kids here to keep them (more or less) quiet and forget they're forced to hide in a basement while the rest of the party gets child-stealing slavers out of the house" or whatever else thing you could think up to use one of them for. Your example works too ... making people have "religious experiences" wouldn't be allowed in a typical cRPG (granted, a DM would probably tell you [the player] to cut it out eventually). 4E in itself is rubbish IMO ... it tends WAY too far towards turning D&D into "WoW on paper". I didn't make my point very well. Games, even fantasy games, are still governed by our implicit understanding of the rules of physics at some basic level. Magic breaks these rules, by definition. Non-combat magic works so-so in P&P because it has three limitations: One is the imagination of the player. We come up with all these crazy ways to use magic, but individual players don't have the creativity of players as a whole. I would have never thought to drop a giant boat on a dragon. The person who came up with that might not have thought about casting grease underwater to create a cloud that suffocates Kraud and provides cover. Etc. We can come up with these crazy things on our own, but we're ultimately limited in imagination. In a cRPG, where all interactions are made by a designer, who's a professional at imagining uses for things, the designer can either come up with more ways to break the system than we could, or artificially limit the power of the spell at the cost of a small amount of verisimilitude. One breaks the game, and the other means the comment is never quite satisfying. The later example is also practiced in PNP. The artificial combat/non-combat magic limitation is hackish, but it's the only thing to keep us from prestidigitating a bubble into a villain's heart shut. Finally, there's the DM, who like the designer implements hard limits on the uses of magic. This also artificially limits the simulation, even if it is more fun. The point to all this is pretty simple. Non-combat magic would be ridiculously hard to implement in a substantive way into a computer game, because most options would either be too limited, or prestidigitation would become a brute force tactic. The other option is to make an incredibly emergent game, but that doesn't jive with hand-crafted content.
  22. There's also the problem that non-combat spells are limited by the player's imagination. A game with premade content and dialogue options removes those limitations, so either first level spells like prestidigitation are underutilized or break the game. Hell, even in 4E my level one changling illusionist would repeatedly and regularly cause nervous breakdowns and fake religious experiences with a combination of non-lethal damage, a daily mind-wipe ability, and change appearance.
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